Players Guide

Laws

Rugby

In rugby the main purpose is to play with the ball and score points in a legal matter. Rugby is played in 2 halves and has a break in between, depending on the age group every age will have a different half time and halftime break. At full time the team with the most points has one the game. Depending on the competition rules if the scores are level it will either be a draw or extra time where which team scores the most points in 10 minutes will get the victory, if scores are level than the match will go into penalty using shoot exact concept to that of soccer's penalty shootout. This section will provide players at youth level to understand the laws of rugby at a youths level and help players understand the concepts behind the components of the game.

Scoring

Try - 5 points
Attacker has grounded the ball in the Oppositions in goal line, Ball must have no serperation

Penalty Try - 5 points
Defender has stopped attacker from scoring a possible try, conversion is awarded front of posts

Conversion -  2 points
Inline of where the try was scored, ball must be kicked between posts, kicked either off a tee or dropped kick

Penalty Goal - 3 points
Awarded a penalty, option to kick for goal, same result as conversion but 3 points is awarded

Field Goal - 3 points
Player with ball must drop kick ball between posts, can only be scored during general play

Number of Players

Under 10/11 - 12 Players
Under 13 and Above - 15 Players

Game Time

Under 10/11 - 20 minute halves total 40 minutes
Under 12/13/14 - 25 minute halves total 50 minutes
Under 15/16 - 30 minute halves total 60 minutes
Under 18 - 35 minute halves total 70 minutes
All age groups have a 5 minute break at half time
if any game starts late than the game time must be reduced from the amount of minutes the match started late from

Penalties

A penalty is awarded whenever a player has broken a law of the game, the referee will indicate where the penalty is taken.

There are two types of penalties:
Short arm/Free kick - A player has the option to either kick the ball to clear the zone, pack a scrum or tap and go
Long arm Penalties - The team has the option to kick for a touch and get a Lineout, pack a scrum, tap and go or take penalty goal for 3 points.

When penalised the defending team must retreat 10 metres, if a team taps and goes and the team isn't 10 metres the referee will award another penalty for not being 10 metres back, if a player taps and goes but a defender doesn't turn and tackle or interfere then play will go on.

If the opposition team talk back to the referee or wast time kicking/throwing the ball away the referee will move the mark another 10 metres.

Refer to law 21 of the rule book for all laws on penalties.

Scrums

A scrum is set whenever:
The ball has been knocked on
A line out hasn't thrown in straight
Team decides to pack a scrum when a penalty is awarded

When a scrum is awarded the referee sets a mark, the hooker must set right behind the mark with the front rowers beside him, the second rowers are to set behind the front rowers, with the flankers and number 8 setting next and behind the second rowers.

The referee will call "crouch", "bind", "set" for every scrum
on each call the players must do as following:
Crouch: Front rowers bend down in a crouch position
Bind: Props free arm binds opposite front rowers
Set: Pack engages and competes the referee will then signal the scrumhalf when ball is to be fed in.

If a forward has pushed before the ball is in the team will have a short arm penalty go against then.

If the forward packs scrum has either collapsed or stood up the scrum will repack.

All forwards must stay bound with each other once until the ball has left the scrum

Refer to Law 20 of the rule book for all laws on scrums

Lineouts

A Lineout is started whenever:
The ball has been kicked and crossed the sideline
Or
A player has been tackled/stepped over the sideline the ball is passed over a side line

A Lineout must have a thrower and 2 players in the lineout
When defending against a line out the defending side must match numbers of have less numbers

When defending the defenders must wait until the ball has left the throwers hand before jumping or they will be penalized

For the attacking team a player needs to jumper of catch the throw, the throw must go straight or else the opposition will get the option to have a scrum feed for them or a line out throw to them.

For the backs/players no in the lineout all players must be 10m behind where the lineout is thrown

Refer to law 19 of the rule book for all rules on lineouts

Tackling

A tackle is made when a ball carrier is held by a defender and is taken to ground.
Once a tackle is made the tackler/tackler assist must release the ball carrier, roll away and get up on his feet to compete for the ball.

The defender who bring the ball carrier to ground are the defenders.

Every tackle must must be done with there arms and must be made lower than the arm pits. Any tackles without arms or done above the arm pits will be dangerous and be a dangerous tackle

If a tackler lifts an attacker the attacker must go down safety and not put pass a horizontal angle.

Refer to law 15 of the rule book for all laws on Tackling

Rucks

A ruck is formed when two players compete for the ball where the player is tackled
When a player competes for a ball the player support there body weight and remain of thier feat
When contesting the playesr are to enter through the gate which is the side of the tackled player depending on the body position
Once a ruck has formed the players now be gone before anybody can touch the ball and go for the ball, players can however put a foot in the Ruck if they are to come in from a legal position

Refer to law 16 of the rule book for all laws on Rucks

Defending and offsides

During general play the defending side must remain behind the last mains feat, the last mans feat is the end point of where the ruck or tackled man is. Defenders can't move forward until the ball is out, the ball is out once the ball is picked off the ground or has left the ruck.
During scrums the back line must be 5m from where the scrum is set.
During lineouts the backs must stay 10m from where the lineout is and can't move until the ball has left the lineout.
Refer to law 11 of the rule book for all laws on offside

Positions

1 Loose head Prop
2 Hooker
3 Tight head Prop
4 Lock
5 Lock
6 Blindside Flanker
7 Openside Flanker
8 Number Eight
9 Scrum Half
10 Fly Half
11 Left Wing
12 Inside Centre
13 Outside Centre
14 Right Wing
15 Fullback

Restarts

Restart are occurred when a team has either scored, ball kicked dead or missed a penalty goal.

There are different types of restarts which are:
Kick offs
Kick off is used at the start of both halves and when the attacking team has scored a try, the defending team will kick off to the opposition, Kick offs all start on the centre of the halfway and must be dropped kicked. All Kicks offs must go past the 10 m line and must stay in touch, if the ball goes directly out on the full the opposition gets the option to have a scrum on the half way, line out on halfway or kick again

22 Drop outs
A 22 metre drop out starts when a penalty was missed and the ball was ground in goal, a penalty goal was kicked over the try line, a kick in general play was either kicked in goal and was ground or a general play kick was kicked dead over the line. For kicking and grounding the ball the ball must be carried in first by the attacking team for it to be a drop out. All drop outs must be dropped kicked and can be taken anywhere inside the 22 metre zone, defenders can charge down a  drop out but must be on the other side of the 22. If a drop out goes out on the full the same reasons happen for Kick offs with an option of scrum centre of 22, line outs in the 22 or kick again.

Refer to law 19 of the rule book for all laws on Restarts

Field

Equipment

  • Jersey
  • Shorts
  • Socks
  • Boots
  • Mouthguard
  • Headgear (optional)
  • Water Bottle
  • Bag

Foul Play

Foul play is a form of dangerous offences in Rugby, foul play is best known as "anything a player does within the playing enclosure that is against the letter and spirit of the Laws of the Game" which is known from the World Rugby Organization some common foul play involves - Striking a player, Swearing, Abuse, Repeating infringements.

Refer to law 10 of the rule book for all laws on Foul Play

Foul play can also result in a send off offence

Send Offs

Send offs are breaking the rules of a game, send offs depending on the danger is breaching foul play.
There are two different types of send offs:
Yellow Cards - Player is off for 10 minutes
Red Cards - Player off for the entire game

Law Book

Refer to the law book for full laws of the game
2016 Law Book

Game Components

Catch pass

Hands up
Outside foot up
Catch with finger tips
Keep ball loaded
Pass out in front
Pass at chest height
CHAT

Ball Carry

Low body height
Ball tucked in the arm
Hit with opposite shoulder
Land on opposite side
Long Ball place

Clean out

Urgency to the breakdown
Clean with low body height
Hit with the shoulder
Leg Drive
Airplane taking off

Pilfer

Support body weight
Strong position over the ball
Only go for the ball
Aim to stay low and strong

Seal

Step over ball
Low body height
Two hands grip the jersey
Drop body height, Stay Low

Tackling

Targets up when tackling
One foot steps into the target
Hit with your shoulder
Hook a leg
Keep arms wrapped around
Drive attacker backwards

Kicking

Ball Placement
Head over ball
Follow through

Attack

Go Forward
Support
Build Pressure

Defence

Line speed - Once ball is off the ground, move off the line and take time and space
Flat Line - Keep line straight, no holes or gaps in the line
Communication - Everyone must be loud in defence, Call players out, Tell players to move and shift out
Spacing - Retain Numbers Across the field

Scrums

Straight back
Look over shades once engaged
Shoulders above hips
Pushing as one pack

Pre Engage
Loosehead prop - Binds under armpit of the hooker, keep elbow up
Hooker - Over top of both front rowers, right foot in front of left, Hook ball
Tighthead Prop - Bind near the ribs of the Hooker, keep elbow up
Locks - Stay Tighthead Bind on eachothers armpit, Looking up, Stay Low, Head between frontrows buttocks
Flankers - Staying low, pushing inwards
Number 8 - Keep Locks Tight, Keep the locks straight and steady

Lineouts

Jumpers - Squat ready position, Hands up for target, catching ball sideways
Lifters - Strong core, Squat postiion, reach arms at full extension, stepping into the lift, hands above elbows, lift with legs support with the arms
Throwing - Elbows in, Follow through, throw towards your target